Hunter Preparation Tactics

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Warding

Cost: 3 Practical Experiences; 2 Practical Experiences with completed research into Atropopaic Warding

Warding involves the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively burn the location in question into a ban for the spirit: in essence, the place becomes forbidden to that type of spirit, by virtue of its nature. In order to perform a Warding, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform a Warding, but many often employ assistants to focus concentration and faith to solidify the Warding as it is laid.

Prerequisites

  • Bane: The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
  • All: Composure 2, Resolve 2.
  • Primary Actor: Occult 2

Requires

  • At least one actor.
  • May include up to four secondary actors.
  • More than four secondary actors inflict a -3 penalty to primary actor.

Dice Pool & Action Type

  • Secondary Actors: Instant Action (Time based on size of area) • Resolve + Composure • Must spend 1 Willpower.
  • Primary Actor: Instant Action (Time based on size of area) • Presence + Occult

Modifiers

  • Low Integrity (All): Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
  • High Integrity (All): Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
  • Supernatural Resistance (All): Penalty equal to Rank or Supernatural Potency of entity
  • Area Warded (Primary Actor): Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
  • Esoteric Gear: Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)

Results (Secondary Actors)

  • Dramatic Failure: Lose another Willpower point, and gain the Disquieted Condition.
  • Failure: Add no successes to the primary actor's dice pool.
  • Success: Add a number of dice equal to successes rolled to the primary actor's dice pool.
  • Exceptional Success: Add a number of dice equal to successes rolled, and gain the Steadfast Condition.

Results (Primary Actor)

  • Dramatic Failure: You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the Hunted Condition. If there are secondary actors, they also gain this condition.
  • Failure: You fail to erect the warding. You gain the Frustrated Condition for the purpose of trying again.
  • Success: The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
  • Exceptional Success: Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.